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The American university, like the nation’s other major social institutions — government, banks, the media, health care — was created for an industrial society. Buffeted by dramatic changes in demography, the economy, technology, and globalization, all these institutions function less well than they once did. In today’s international information economy, they appear to be broken and must be refitted for a world transformed.
At the university, the clash between old and new is manifest in profound differences between institutions of higher education and the students they enroll. Today’s traditional undergraduates, aged 18 to 25, are digital natives. They grew up in a world of computers, Internet, cell phones, MP3 players, and social networking.
They differ from their colleges on matters as fundamental as how they conceive of and utilize physical plant and time. For the most part, universities operate in fixed locales, campuses, and on fixed calendars, semesters and quarters with classes typically set for 50 minutes, three times per week. In contrast, digital natives live in an anytime/anyplace world, operating 24 hours a day, seven days a week, unbounded by physical location.
There is also a mismatch between institutions of higher education and digital natives on the goals and dynamics of education. Universities focus on teaching, the process of education, exposing students to instruction for specific periods of time, typically a semester for a course, and four years of instruction for a bachelor’s degree; digital natives are more concerned with the outcomes of education — learning and the mastery of content, achieved in the manner of games. which is why an online game pro will never boast about how long she was at a certain level, but will talk about the level that has been reached.
Higher education and digital natives also favor different methods of instruction. Universities have historically emphasized passive means of instruction — lectures and books — while digital natives tend to be more active learners, preferring interactive, hands-on methods of learning such as case studies, field study and simulations. The institution gives preference to the most traditional medium, print, while the students favor new media — the Internet and its associated applications.
This is mirrored in a split between professors and students, who approach knowledge in very different ways. Traditional faculty might be described as hunters who search for and generate knowledge to answer questions. Digital natives by contrast are gatherers, who wade through a sea of data available to them online to find the answers to their questions. Faculty are rooted in the disciplines and depth of knowledge, while students think in increasingly interdisciplinary or a-disciplinary ways, with a focus on breadth.
Universities and students also now see students in polar fashion. Higher education focuses on the individual, captured in 1871, by President James Garfield, who famously described the ideal college as Mark Hopkins, the 19th-century president of Williams College, at one end of a log and a student on the other. Today’s digital natives are oriented more toward group learning, multiple “teachers” or learning resources, and social networking, characterized by collaboration and sharing of content. This approach is causing an ethical challenge for universities, which under certain circumstances view collaboration as cheating and content sharing as plagiarism.
These are substantial gaps, complicated by the disparities in the way colleges and digital learners see their roles in education. Higher education is provider-driven in belief and practice. That is, the university, through its faculty, determines the curriculum, the content, the instructional methods, the study materials, and the class schedule. Digital natives tend to be consumer-driven, preferring to choose, if not the curriculum and content they wish to study, then the instructional method by which they learn best, the materials they use to learn, and the schedule by which they choose to study.
So what should be done? First, we need to recognize that this is not the first time colleges and their students have been out of step. In the early 19th century, as the industrial revolution gathered momentum, colleges in the main clung stubbornly to their classical curriculums, rooted in the ancient trivium and quadrivium, and to outmoded methods of instruction. College enrollments actually declined, and numerous institutions closed their doors. Bold colleges like Union, in Schenectady, New York — among the earliest adopters of modern language, science and engineering instruction — boomed in enrollment, topping Yale and Harvard combined.
Today, with college essential in obtaining most well-paying jobs, we will not see higher education enrollments drop. However, tardiness in acting will give impetus to the growth and expansion of alternative higher education — for-profit and nontraditional educational institutions that have been more successful in offering programs better geared to digital learners and their older counterparts.
Second, it is important to ask how much colleges and universities need to change. In 1828, facing industrialization and a Connecticut legislature that disapproved of Yale’s classical curriculum, the Yale faculty responded with a report which asked, in part, whether the college needed to change a lot or a little. This, Yale’s faculty said, was the wrong question. The question to be asked, they argued, was: What is the purpose of a college? This remains the right question today.
What is certain is that higher education needs to change, because students won’t, and the digital revolution is not a passing fad. To be sure, the purposes of the university have not changed. They remain the preservation and advancement of knowledge and the education of our students for humane, productive and satisfying lives in the world in which they will live. The activities of universities will continue to be teaching, research and service.
What must change, however, is the means by which we educate the digital natives who are and will be sitting in our classrooms — employing calendars, locations, pedagogies, and learning materials consistent with ways our students learn most effectively. It means that the curriculum must meet our students where they are, not where we hope they might be or where we are. All education is essentially remedial, teaching students what they do not know. This, for example, is a generation that is stronger in gathering than hunting skills. So let the curriculum begin with breadth and move to depth. Cheating and plagiarism violate the cardinal values of the academy, so let’s make it crystal clear to our students how and why they differ from sharing and collaboration.
It doesn’t make sense anymore to tie education to a common process; a uniform amount of seat time exposed to teaching and a fixed clock is outdated. We all learn at different rates. Each of us even learns different subject matters at different rates. As a consequence, higher education must in the years ahead move away from its emphasis on teaching to learning, from its focus on common processes to common outcomes. With this shift will come the possibility of offering students a variety of ways to achieve those outcomes rooted in the ways they learn best, an approach Alverno College in Milwaukee embraced four decades ago.
This needed transformation of the American university is merely the task of taking a healthy institution and maintaining its vitality. In an information economy, there is no more important social institution than the university in its capacity to fuel our economy, our society and our minds. To accomplish these ends, the university must be rooted simultaneously in our past and our present, with its vision directed toward the future.
Traditional Colleges and Digital Students
Colleges | Students |
Fixed time (semesters, credits, office hours) | 24/7 (anytime) |
Location-bound | Location-free |
Provider-driven | Consumer-driven |
Passive learning | Active learning |
Abstract | Concrete |
Traditional media | New media |
Teaching (one-way instruction) | Learning (interactive) |
Individual (cheating) | Group (collaboration) |
Depth / hunters | Breadth / gatherers |